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		<h1>[name]</h1>

		<div class="desc">
		Abstract base class for materials.<br /><br />

		Materials describe the appearance of [page:Object objects].
		They are defined in a (mostly) renderer-independent way, so you don't have to
		rewrite materials if you decide to use a different renderer.<br /><br />

		The following properties and methods are inherited by all other material types
		(although they may have different defaults).
		</div>

		<h2>Constructor</h2>


		<h3>[name]()</h3>
		<div>This creates a generic material.</div>


		<h2>Properties</h2>

		<h3>[property:Float alphaTest]</h3>
		<div>
		Sets the alpha value to be used when running an alpha test.
		The material will not be renderered if the opacity is lower than this value.
		Default is *0*.
		</div>

		<h3>[property:Integer blendDst]</h3>
		<div>
		Blending destination. Default is [page:CustomBlendingEquation OneMinusSrcAlphaFactor].
		See the destination factors [page:CustomBlendingEquation constants] for all possible values.<br />
		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
		</div>

		<h3>[property:Integer blendDstAlpha]</h3>
		<div>The tranparency of the [page:.blendDst]. Default is *null*.</div>

		<h3>[property:Integer blendEquation]</h3>
		<div>
		Blending equation to use when applying blending. Default is [page:CustomBlendingEquation AddEquation].
		See the blending equation [page:CustomBlendingEquation constants] for all possible values.<br />
		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
		</div>

		<h3>[property:Integer blendEquationAlpha]</h3>
		<div>The tranparency of the [page:.blendEquation]. Default is *null*.</div>

		<h3>[property:Blending blending]</h3>
		<div>
		Which blending to use when displaying objects with this material. <br />
		This must be set to [page:Materials CustomBlending] to use custom [property:Constant blendSrc], [property:Constant blendDst] or [property:Constant blendEquation].<br />
		See the blending mode [page:Materials constants] for all possible values. Default is [page:Materials NormalBlending].
		</div>

		<h3>[property:Integer blendSrc]</h3>
		<div>
		Blending source. Default is [page:CustomBlendingEquation SrcAlphaFactor].
		See the source factors [page:CustomBlendingEquation constants] for all possible values.<br />
		The material's [property:Constant blending] must be set to [page:Materials CustomBlending] for this to have any effect.
		</div>

		<h3>[property:Integer blendSrcAlpha]</h3>
		<div>The tranparency of the [page:.blendSrc]. Default is *null*.</div>

		<h3>[property:Boolean clipIntersection]</h3>
		<div>
		Changes the behavior of clipping planes so that only their intersection is clipped, rather than their union.
		Default is *false*.
		</div>

		<h3>[property:Array clippingPlanes]</h3>
		<div>
		User-defined clipping planes specified as THREE.Plane objects in world space.
		These planes apply to the objects this material is attached to.
		Points in space whose signed distance to the plane is negative are clipped (not rendered).
		See the [example:webgl_clipping_intersection WebGL / clipping /intersection] example.
		Default is *null*.
		</div>

		<h3>[property:Boolean clipShadows]</h3>
		<div>
		Defines whether to clip shadows according to the clipping planes specified on this material. Default is *false*.
		</div>

		<h3>[property:Boolean colorWrite]</h3>
		<div>
		Whether to render the material's color.
		This can be used in conjunction with a mesh's [property:Integer renderOrder] property to create invisible objects that occlude other objects. Default is *true*.
		</div>

		<h3>[property:Material customDepthMaterial]</h3>
		<div>
		Custom depth material to be used by this material when rendering to the depth map.
		When shadow-casting with a [page:DirectionalLight] or [page:SpotLight], if you are (a) modifying vertex positions in the vertex shader,
		(b) using a displacement map, (c) using an alpha map with alphaTest, or (d) using a transparent texture with alphaTest,
		you must specify a customDepthMaterial for proper shadows. Default is *undefined*.
		</div>
		
		<h3>[property:Material customDistanceMaterial]</h3>
		<div>
		Same as customDepthMaterial, but used with [page:PointLight]. Default is *undefined*.
		</div>
		
		<h3>[property:Object defines]</h3>
		<div>
		Custom defines to be injected into the shader. These are passed in form of an object literal, with key/value pairs. { MY_CUSTOM_DEFINE: '' , PI2: Math.PI * 2 }. The pairs are defined in both vertex and fragment shaders.  Default is *undefined*.
		</div>
		
		<h3>[property:Integer depthFunc]</h3>
		<div>
		Which depth function to use. Default is [page:Materials LessEqualDepth]. See the depth mode [page:Materials constants] for all possible values.
		</div>

		<h3>[property:Boolean depthTest]</h3>
		<div>
		Whether to have depth test enabled when rendering this material. Default is *true*.
		</div>

		<h3>[property:Boolean depthWrite]</h3>
		<div>
		Whether rendering this material has any effect on the depth buffer. Default is *true*.<br /><br />

		When drawing 2D overlays it can be useful to disable the depth writing in order to layer several things together without creating z-index artifacts.
		</div>

		<h3>[property:Boolean fog]</h3>
		<div>Whether the material is affected by fog. Default is *true*.</div>

		<h3>[property:Integer id]</h3>
		<div>Unique number for this material instance.</div>

		<h3>[property:Boolean isMaterial]</h3>
		<div>
			Used to check whether this or derived classes are materials. Default is *true*.<br /><br />

			You should not change this, as it used internally for optimisation.
		</div>

		<h3>[property:Boolean lights]</h3>
		<div>Whether the material is affected by lights. Default is *true*.</div>

		<h3>[property:String name]</h3>
		<div>Optional name of the object (doesn't need to be unique). Default is an empty string.</div>

		<h3>[property:Boolean needsUpdate]</h3>
		<div>
		Specifies that the material needs to be updated at the WebGL level.
		Set it to true if you made changes that need to be reflected in WebGL.<br />
		This property is automatically set to *true* when instancing a new material.
		</div>

		<h3>[property:Float opacity]</h3>
		<div>
		Float in the range of *0.0* - *1.0* indicating how transparent the material is.
		A value of *0.0* indicates fully transparent, *1.0* is fully opaque.<br />
		If the material's [property:Boolean transparent] property is not set to *true*, the material will remain
		fully opaque and this value will only affect its color. <br />
		Default is *1.0*.
		</div>

		<h3>[property:Float overdraw]</h3>
		<div>
		Amount of triangle expansion at draw time.
		This is a workaround for cases when gaps appear between triangles when using [page:CanvasRenderer].
		*0.5* tends to give good results across browsers. Default is *0*.
		</div>

		<h3>[property:Boolean polygonOffset]</h3>
		<div>
		Whether to use polygon offset. Default is *false*. This corresponds to the *GL_POLYGON_OFFSET_FILL* WebGL feature.
		</div>

		<h3>[property:Integer polygonOffsetFactor]</h3>
		<div>Sets the polygon offset factor. Default is *0*.</div>

		<h3>[property:Integer polygonOffsetUnits]</h3>
		<div>Sets the polygon offset units. Default is *0*.</div>

		<h3>[property:String precision]</h3>
		<div>
		Override the renderer's default precision for this material. Can be "*highp*", "*mediump*" or "*lowp*".
		Defaults is *null*.
		</div>

		<h3>[property:Boolean premultipliedAlpha]</h3>
		<div>
		Whether to premultiply the alpha (transparency) value.
		See [Example:webgl_materials_transparency WebGL / Materials / Transparency] for an example of the difference.
		Default is *false*.
		</div>

		<h3>[property:Boolean dithering]</h3>
		<div>
		Whether to apply dithering to the color to remove the appearance of banding.
		Default is *false*.
		</div>

		<h3>[property:Boolean flatShading]</h3>
		<div>
		Define whether the material is rendered with flat shading. Default is false.
		</div>

		<h3>[property:Integer side]</h3>
		<div>
		Defines which side of faces will be rendered - front, back or both.
		Default is [page:Materials THREE.FrontSide].
		Other options are [page:Materials THREE.BackSide] and [page:Materials THREE.DoubleSide].
		</div>

		<h3>[property:Boolean transparent]</h3>
		<div>
		Defines whether this material is transparent. This has an effect on rendering
		as transparent objects need special treatment and are rendered after
		non-transparent objects. <br />
		When set to true, the extent to which the material is transparent is
		controlled by setting it's [property:Float opacity] property. <br />
		Default is *false*.
		</div>

		<h3>[property:String type]</h3>
		<div>
		Value is the string 'Material'. This shouldn't be changed, and can be used to
		find all objects of this type in a scene.
		</div>

		<h3>[property:String uuid]</h3>
		<div>
		[link:http://en.wikipedia.org/wiki/Universally_unique_identifier UUID] of this material instance.
		This gets automatically assigned, so this shouldn't be edited.
		</div>

		<h3>[property:Integer vertexColors]</h3>
		<div>
		Defines whether vertex coloring is used.
		Default is [page:Materials THREE.NoColors].
		Other options are [page:Materials THREE.VertexColors] and [page:Materials THREE.FaceColors].
		</div>

		<h3>[property:Boolean visible]</h3>
		<div>
		Defines whether this material is visible. Default is *true*.
		</div>
		
		<h3>[property:object userData]</h3>
		<div>
		An object that can be used to store custom data about the Material. It should not hold
		references to functions as these will not be cloned.
		</div>

		<h2>Methods</h2>

		<h3>[page:EventDispatcher EventDispatcher] methods are available on this class.</h3>

		<h3>[method:Material clone]( )</h3>
		<div>Return a new material with the same parameters as this material.</div>

		<h3>[method:Material copy]( [page:material material] )</h3>
		<div>Copy the parameters from the passed material into this material.</div>

		<h3>[method:null dispose]()</h3>
		<div>
		This disposes the material. Textures of a material don't get disposed.
		These needs to be disposed by [page:Texture Texture].
		</div>

		<h3>[method:null setValues]( [page:object values] )</h3>
		<div>
		values -- a container with parameters.<br />
		Sets the properties based on the *values*.
		</div>

		<h3>[method:null toJSON]( [page:object meta] )</h3>
		<div>
		meta -- object containing metadata such as textures or images for the material.<br />
		Convert the material to three.js JSON format.
		</div>

		<h3>[method:null update]()</h3>
		<div>
		Call [method:null dispatchEvent]( { type: '[page:object update]' }) on the material.
		</div>

		<h2>Source</h2>

		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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